Jungle Know-Wotz
In the Declare Battle Formations step, select up to three friendly Mob or Kommandos units. Those units have Scouts 6" until the end of the battle. Mob is a narrow keyword: only Boyz and Beast Snagga Boyz carry it.
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This is SprueSentry strategy commentary, not official rules. The rules below are read from the pack's own printed pages, checked on 27 August 2026 against Orks Faction Pack v1.2 (legal for matched play from 26 August 2026). Detachment Point costs and enhancement points are published in the Munitorum Field Manual (v1.3, 26 August 2026) and the Warhammer 40,000 app, and they move with points updates.
In the Declare Battle Formations step, select up to three friendly Mob or Kommandos units. Those units have Scouts 6" until the end of the battle. Mob is a narrow keyword: only Boyz and Beast Snagga Boyz carry it.
1CP. When a friendly hidden Mob unit is selected to attack, that unit's attacks gain Lethal Hits. It only pays out while the mob is still hidden, so spend it on the turn the Scouts move puts them in range without being seen.
1CP. One friendly Mob or Kommandos unit heals 2D3 wounds, which on a multi-model mob is how you claw models back into a unit that has been chipped down.
1CP. While a visible enemy unit is within 6" of the target Mob or Kommandos unit, that enemy has +3" detection range. An anti-hiding tool: it drags a concealed target back into view before you shoot.
Beastboss or Infantry Warboss model only, once per turn per unit. In your opponent's Movement phase, when an enemy unit ends a move within 8" of the bearer's unengaged unit, that unit can make a normal move of up to D3+3".
Beastboss or Infantry Warboss model only. When the bearer is destroyed, if its unit has not been selected to fight this phase, roll a D6 with +1 if the Waaagh! is active: on a 3+ the model stays on the battlefield until the unit has fought or the phase ends.
One of only two Mob datasheets, so a Boyz mob is the natural Scouts 6" carrier and the Concealed Krumpin' target.
See the box: price and offersThe other Mob datasheet: tougher bodies that push up the board and heal back with Stragglerz.
See the box: price and offersNamed alongside Mob in the rule and two of the three stratagems, and they already play the forward-deployed, hidden game this detachment rewards.
See the box: price and offersCarries Kunnin' Hunta or Unkillable Scourge; both enhancements are Beastboss or Infantry Warboss only.
See the box: price and offersThe Infantry Warboss option for the same two enhancements, leading a Boyz mob up the board.
See the box: price and offersA Beast Snagga core already fields Mob units and a Beastboss, so the Scouts 6" and both enhancements land on models you were taking anyway.
An elite Nobz and Meganobz core that is short of cheap, fast bodies to screen and claim the midfield early.
How to play Equatorial Hordes β the 1-DP Armageddon jungle detachment that gives up to three Boyz, Beast Snagga Boyz or Kommandos units Scouts 6" and rewards staying hidden.
BySprue Sentry
ReviewedAug 27, 2026
SourceOrks Faction Pack v1.2 (official GW PDF, legal from 26 August 2026)
Sprue Sentry strategy commentary for 11th edition, not official rules. Games Workshop updates points and rules regularly; always confirm against the current official rules and latest update before a game.
Equatorial Hordes is the Orks Armageddon jungle detachment: a 1-Detachment-Point support package built around getting mobs of Boyz and Kommandos up the board before turn one and keeping them hidden until they strike. It is the newest addition to the 11th-edition line-up and is printed in full on page 2 of the Orks Faction Pack v1.2 (legal for matched play from 26 August 2026).
It is worth knowing where it came from. The detachment is absent from the June 2026 v1.0 pack and is not listed in v1.2's own What's New block, so it was added in an intermediate revision (Wahapedia dates the pack version that carries it to v1.1, July 2026). This is SprueSentry strategy commentary, not official rules. The rules below are read from the pack's own printed pages, checked on 27 August 2026. The 1-DP cost comes from the Munitorum Field Manual v1.3 (26 August 2026), which also lists it under the Disruption disposition, and points move with every update.
It is a single, compact rule. In the Declare Battle Formations step you select up to three friendly Mob or Kommandos units, and those units have Scouts 6" until the end of the battle.
The keyword detail matters more than it looks. Mob is a narrow keyword in 11th edition: only Boyz and Beast Snagga Boyz carry it. So the rule effectively means "up to three Boyz, Beast Snagga Boyz or Kommandos units get a 6\" pre-game move". It does not touch Stormboyz, Nobz, Meganobz or anything mounted. That is the whole rule, and it does nothing else all game, which is exactly what you would expect for a 1-DP detachment.
Equatorial Hordes carries no unique tag, so it can sit beside any other detachment your budget allows.
Three stratagems, all 1CP.
Two, and both are Beastboss or Infantry Warboss model only, so plan your character around them.
At 1 DP this is a support package, not an army. Bolt it onto a 2-DP core when you want three mobs on the board earlier than your opponent expects, and when your list already contains the units it names. It is the cheapest way to buy an Ork list a real pre-game move, and Scouts 6" on three units is a genuine board-control swing in objective-heavy missions.
Be honest about its limits. If your list is Nobz, Meganobz, buggies or wagons, the rule does nothing at all: it only reaches Boyz, Beast Snagga Boyz and Kommandos. Two of the three stratagems key off the hidden state or a big model count, so it rewards a mob-heavy, terrain-aware playstyle rather than a pure alpha strike.
Sample gameplan: at Declare Battle Formations, pick two Boyz mobs and a Kommandos unit for Scouts 6", then use that move to end behind terrain in the midfield rather than out where you can be shot. Push forward and stay concealed; when a mob is in range and still hidden, spend Concealed Krumpin' for Lethal Hits on the alpha volley or swing. Use Dey're Over 'Ere to flush out anything hiding from your guns, keep the mobs topped up with Stragglerz each Command phase, and hold Kunnin' Hunta for the turn an enemy unit crowds your Beastboss.
One caveat on the horizon: Codex: Orks went up for pre-order on 22 August 2026 and is previewed with 15 detachments. Until it releases the Faction Pack is the legal source, but a codex could re-tune or replace this detachment.
1 DP. The Faction Pack prints no DP costs, but the official Munitorum Field Manual v1.3 (26 August 2026) lists Equatorial Hordes at 1 DP under the Disruption disposition, and the Warhammer 40,000 app is the final word as points updates land.
Jungle Know-Wotz: in the Declare Battle Formations step you select up to three friendly Mob or Kommandos units, and those units have Scouts 6" until the end of the battle. That is the whole rule.
Only two datasheets: Boyz and Beast Snagga Boyz. So Jungle Know-Wotz and the detachment's stratagems reach Boyz, Beast Snagga Boyz and Kommandos, and nothing else. Stormboyz, Nobz, Meganobz and vehicles are not affected.
It is the newest Ork detachment in the Faction Pack line-up. It is absent from the June 2026 v1.0 pack and is printed in full in v1.2 (legal from 26 August 2026); v1.2's own What's New block does not list it, so it was added in an intermediate revision rather than in the August reissue.
No. Neither the Faction Pack page nor the Munitorum Field Manual entry gives it a unique tag, so at 2,000 points you can pair its 1 DP with any 2-DP Ork detachment.
Written by Sprue Sentry, grounded in the cited sources. Original commentary, not Games Workshop rules text.